Pryzm
Pryzm
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Ruin was nerfed because it was it was not a good design. It was extremely oppressive at low ranks and all but useless at high ranks.
This game has a major shift around rank 6 or so. From rank 20 until rank 10, killers are very strong. There are exceptions to any of this, but most survivors still struggle with skill checks and the concept of looping. If old ruin was in play, it was almost a guaranteed 4k. No perk should guarantee so much dominance.
At rank 10 to 6, that changes some and balances out. But at higher ranks, Ruin was pure crap. Survivors at those ranks could hit the difficult checks 90% of the time. They would meme around if they missed one.
New Ruin is much more balanced. I was hesitant at first but grew to understand its purpose and value. It's simple, prioritize pushing survivors off of gens and it severely punishes them. The longer it lasts into the match, the more punishment it dishes out.
It is also why they changed emblems to not longer punish the killer for losing gens quickly.
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@Pawcelot said:
If you give Killers a legal way to depip, its going to be exploited.
They depip anyways. There is no difference. I've watched killers just walk around swinging at the air. Not afk, but clearly depip matches. I've seen survivors run up and wait to be downed just to suicide on hook. I run Trapper, so no like it's a killer people hate. They just want a quick death for the depip.
Rank means nothing in this game. I'm as boosted as they come as survivor, yet I'm rank 2?! No, I'm not good as survivor. I only play it 10-20% of the time. I'm a colorblind Trapper yet I get to red ranks easily and stay there. Ranking up is easy. Losing rank is easy as well. The ranks are merely a number.
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I opted out and was punished with a 20 minute wait for a match with my wife as survivor. As killer, I still get matches in less than 5 minutes.
Cross play is a train wreck.
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@xerav said:
Just sayin we are running into a Hex: Meta.
Hex: Retribution is also in the Shrine and Distortion might become very powerful to prevent these Haunted Ground / 10 Sec Aura reveal snowballs...
Small Note: BHVR wont release Undying with the aura reading part it would be beyond broken so Distortion should not proc from cleansing Totems.
If anything, Distortion just got a heavy nerf. Your whopping 3 charges will be eaten up before the first gen is done. Work a gen near a totem, 1 charge. Six seconds later, 1 charge. Chili, last charge.
I've seen people working on totems that did not know a totem was hidden behind a barrel next to them. That 2m is much more than what people think it is.
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If anything is base kit, I'd say:
Kindred for Survivors
Corrupt Intervention for killers.
I think solo que should have Kindred, small game and either Sole Survivor or perhaps an increased number of chests dedicated to having healer kits - first aid chest?
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@Carlosylu said:
https://forum.deadbydaylight.com/en/discussion/comment/1553157#Comment_1553157
Nice comment, enjoy getting slugged if you're the third survivor to get downed after 2 kills completed, I don't have the "authority" to decide who deserves what so, you don't have the authority to pick who I slug and who I don't, this post was to avoid slugging survs, but I guess you enjoy it, have a good day
I don't mind being slugged. It is the personal choice of the killer. What makes me laugh is when the killer thinks they are somehow a moral authority on who has "earned" the right to escape. Whatever, make me laugh more.
I slug when I need to, no biggie. I never spoke out against slugging. Might want to brush up on your reading comprehension skills there buddy.
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When I run survivor, I don't use any meta and almost always regret it. Killers complain about meta, but they are the ones who create the meta. When I get tunneled three matches in a row, I load up DS. Then the killer cries because I DS'd at a key moment. Well.....
This community is just too much. lol
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Slugged players should not get crows at all imo. If I choose to slug, there should be a real risk that I lose the hook and sacrifice unless I'm running Chili or Deerstalker. I slug from time to time, but I should not be rewarded with crows for it.
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This perk is not as good as you think it is. BK and We'll Make it are still significantly better. This perk requires everyone being injured in order to be of real use. If you unhook the only injured person, it gives a whopping 14% where as BK gives 33% and We'll Make It gives even more. Autodidact will still be the likely 3rd choice for any healing build. The only time it might be a powerful perk is vs Legion. I've seen this perk in use, it is not impressive by any stretch.
Similar to the killer perk that locks down pallets. Looks great and strong on paper, but is not very practical in use. 8 of 10 times when I get a hit on a survivor, there is only one pallet within 16m and they easily use the speed burst to make it 20+ meters to other pallets. The only time it is truly helpful is when you down someone at a pallet and now they can't throw the pallet down on you when you pick them up. Too situational.
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No, you can't. If you could ban the survivor for taunting you in that spot, then you could ban the killer for downing survivors who get stuck there and then hooking them. Not happening. I got stuck there last week as a survivor and the killer just downed me and took the free hook after taunting me for a sec. Oh well. I found survivors there and I downed them and let them wiggle free. My choice.
As for the killer getting stuck there, you can get out. I got stuck there as trapper and again as Pig. As Trapper, I just swung my M1 a few times and got out. Happened again later and I just started setting a trap at the edge and walked out. As Pig I just charged a few times and got out. Try a lunge, it works most of the time.
Not bannable though.
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@Carlosylu said:
Slugging is a valid strat to secure the 4k cause we feel unfair that the 4th surv gets to leave without actually working for it cause a guy suicided on hook (lets himself go) knowing their teammate knew where the hatch was.
Now, READ PLEASE, I think most killers would be willing to stop slugging the 3rd survivor as long as suicide on hook, when 2 survs are left, is taken out of the game in order for killers to have a bit more time to look for the 4th prey, with the exception of suicide on hook against a camper, where it could be a feature where the survivor can only suicide on hook if the killer is camping the hook with only 2 survivors alive.
This way, getting the hatch would actually be a challenge for the last survivor when the killer clearly outplayed the survivors with "fair play", as survivors call it.
What do you guys think?
EDIT: PLEASE NOTE that I'm talking about hook suicide rules ONLY for games where the killer already has a 2k and 3rd survivor gets hooked, I'm not talking about other scenarios.
For god's sake, stop thinking you hare the authority on who "deserves" to leave and who does not. I laugh at this pretentious stupidity. You are not the authority on who deserves anything. If the person finds the hatch, they earned the escape. Period. If you found the 4 survivor, you earned the kill. Period.
Personally, I don't sweat the 4k. I am not about to be so try-hard that I'm going to slug the 3rd and salivate for the 4th. Whatever. If I get them before they get hatch, great. If not, ggwp, on to the next game.
Slugging is a key tactic in certain situations. I have no hesitation to slug in some situations. I don't like slug builds, but that is my own play style. I do like how fast you can turn a match around by slugging someone at a key time. Slug, chase, and the third has to heal. That is 3 off of gens!
Do yourself a favor, stop taking yourself and this game so freaking seriously. You are playing a casual game that is not a "pro circuit" platform. You likely would not be able to cut it if it was, neither would I. This is just your ego trip and you should be careful to not trip over it. Try to relax and enjoy the game for what it is. Don't worry about other people getting upset if you choose to slug for the 4k, but don't go thinking you are somehow the authority on who "earned" an escape. That is just pure stupidity.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1551154#Comment_1551154
You lose all your tokens though.
If the killer is capable to build up DH twice without the survivors doing practicly any totems at all then the survivors were probably going to lose no matter what perks the killer was running
If all 4 survivors do 3 dull totems this perk becomes a mediocre aura reading perk ... on a hex
And that's assuming the killer only uses 1 other hex perk
I feel you are very much giving this the best case scenario treatment. This is still a perk that can be removed 15 seconds into the match
In a swf it is not hard to imagine coordinating the dull totem destruction, but not so much in solo play. This hurts solo que more than anyone. Solo que is getting to the point it is not worth it. Cross play made it worse, opt out and you have horrible que times just to get crap teammates and deal with a hex build like this? Get ready for more SWF and gen rush.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1551342#Comment_1551342
It's only 2 meters calm down
As I said in another post. I've been able to see people working on a gen near a totem. The 2m is bigger than you think.
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1551326#Comment_1551326
If it's on the floor below you then it's going to be more than 2 meters away
No, it works. I've seen it. Furthermore, I saw 2 people working on a gen near a totem. This perk is nuts. I just had NOED spawn twice for me in a match. I watched my buddy get HG to spawn twice in the first four minutes of the game. This perk is going to get worse when it goes live because it is going to get opened up to players with all perks on several killers. It will be abused and then get seriously nerfed. That this point, it is almost like the killer's version of MoM.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/1551226#Comment_1551226
You are picking a rare and absolute best case scenario.
You lose Undying as your first hex and now you just gave up a perk slot for literally nothing. It is a high risk/high reward gamble you are making. Against good survivors you need consistency not luck.
First, that is the story of all hex perks. I just lost Ruin in the first 30 seconds of my last match. Just wasted a perk slot. But, with a 6 second aura site, you can mitigate those chances. Add in the idea that if you are running HG and Undying, there is a 66% chance the first one cleared is HG. Then there is another 66% chance the next HG is cleared. The odds are in your favor. That is very strong, added to the aura site, too strong IMO. I'm more thinking about solo que. We are already seeing a drop in solo que compared to last year. It is harder and harder to compete in it. I don't want to face SWF every game. We keep making solo que harder, we only hurt ourselves, then we cry about gen rushes.
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@Tactless_Ninja said:
https://forum.deadbydaylight.com/en/discussion/comment/1551092#Comment_1551092
You counter it's transfer effect by cleansing dull totems first which mostly everyone does because lol Haunted Grounds or the totem itself because lol it's a hex. Weaksauce. And timing when to do it safely is easy assuming you're watching your teammates status at the bottom.
And no, at max it can only regen another hex 3 times assuming no one has seen a single dull or the hex totem itself and that you're only using only one additional hex for maximum effect. That's incredibly unlikely in a number of scenarios.
And it won't be passively pinging peoples positions away because you have to be right on top of it to trigger the aura effect.
This is not comparable to old Ruin which literally forced people to either stop working together, or to find ridiculous workarounds.
Yes, three transfers. The aura site is too much though. Even dull totems get aura site. A bit much, especially for solo que.
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@Blueberry said:
It seems weak to me.
I'm not sure if you are kidding or not here. Imagine Undying with HG. You could literally run through HG 3 times. Not including seeing auras for 6 seconds.
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1551154#Comment_1551154
In a swf with one person running distortion everyone knows the killers build now. You get everyone on a totem and done
Corrupt intervention on totems with aura for 2-3 minutes would be fair. Then once it unlocks aura reading goes away. Adding 4 seconds per hit would be more insane
You are talking about a limited set of groups playing a specific perk. Coordinated SWF with one using Distortion being able to get everyone on a totem at once would be insanely skilled. There are groups who can, but those are few and far between. Solo que would still be immensely hindered by this perk and how it works with others.
As for how many seconds to add on, that was a spitball figure. My overall point is that there are much more effective ways to protect totems without making it game breaking.
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@EuphoricBliss35 said:
https://forum.deadbydaylight.com/en/discussion/comment/1550983#Comment_1550983
Not wrong. I only play solo queue (I’ve played one game in a SWF in 3 years). If the meta shifts to doing even more mindless tasks (gens and more totems) then I’ll either take a break or join a few SWFs. I’m all about a challenge, but potentially dealing with a silent bell, aura seeing wraith (for example) with 3 minutes of haunted grounds is not fun. That’s just HG. So easy for Billy, Spirit, or Stealth Killers on indoor maps to abuse the hell out of running some crazy hex builds now.
And I’m not an “entitled survivor main.” I play killer well, but I don’t enjoy using builds or killers that are super oppressive for survivors. That’s just me though.
The one thing is I guess that killers will be limited to really only 2 hex perks. Run more than that and you defeat the purpose. I guess calm spirits and maybe distortion move up a peg or two now
Distortion is all but useless. Walk near a dull totem and you lose a charge. It will be gone before the first gen.
@Azgard12 It works with HG. Break HG, it triggers, and you get a new HG. Same with DH, Ruin, NOED, etc. It is an extremely OP perk when you add in 6 seconds of aura sight to it. Just come within 2 meters and I can see you aura. This is pure stupidity. I like a challenge as a killer, but I don't want to face constant SWF because the devs just keep making it harder for solo que survivors. Pure stupidity.
I do want a protection perk for totems, but not one like this. Give us a Dark Intervention-type perk that locks totems for 180 seconds or maybe even locks totems during ever hook and for 10 seconds afterwards. How about one that earns charges for every hit the killer gets. Each charge adds 4 seconds onto the time it takes to cleanse a totem.
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@Tactless_Ninja said:
Are survivor players really complaining about a killer second chance perk? Lol!
No, I'm a killer, not a survivor. I've played survivor, but I have only one maxed out. I have 8 killers maxed out. It is not a second chance perk, it is a third and a fourth chance perk. It is one that will do even more harm to solo play. Personally, I don't want to hurt solo play because I don't want to face non-stop SWF because solo is not worth playing anymore.
I get tired of hearing the whining from so many killers on this forum about DS and Dead Hard. Dead Hard rarely, if ever works on a good killer. I only get caught by dead hard when they literally pop around the corner, giving ME a jump scare. Otherwise, I anticipate it and hesitate on the swing. DS is a joke. The only problem with that perk is the locker jump. It should deactivate inside a locker. I rarely get hit with it due to the fact I'm usually chasing and hooking others. I do agree it is used as a weapon more than a defense though. Which is stupid.
Undying is a broken perk and it will cause a lot of really broken scenarios that will absolutely own solo groups. That, is bad for the game. Period.
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@Poochkips said:
https://forum.deadbydaylight.com/en/discussion/comment/1550659#Comment_1550659
Toss in devour hope. Thrill of the hunt has literally become obsolete lmfao
Actually, TotH, Undying, and DH or HG or NOED are a great combo. Explosion goes off, you see the aura, and Thrill adds time to cleansing. So it takes longer to cleans, I can see you for 6 seconds and am notified when you are touching it. I'll get 2 HG out of it, or 3 DH, or 3 NOED, depending on some RNG.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1550660#Comment_1550660
Exactly. It’s all a bit of an overreaction
You are only referring to Ruin. What about HG? The odds are in the favor of the killer that HG gets cleared three times before Undying is even found. That is extremely powerful! Seriously, I want my totems to last longer, but this is going to be so abused it is not funny. This is going to finish off what's left of solo que. You will see even more SWF. Not what I want.
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Don't forget, if you find the cage and hang around too long, it will move again. Yep, can you say there was a bit too much tunneling going on? So many of us tried to say that would be the case when they announced it...but what do we know? We only play the game....
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This set of perks is really lopsided. I have long wanted a perk to protect my totems with, but this is a bit too strong.
Survivor Perks:
Visionary - Are you kidding me? Detective's Hunch apparently has a younger brother that is only half as good. No thanks. Seriously, this one shocks me. Sort of like having a new killer perk that gives either aura site for 4 seconds after a perk or bloodpoints. ######### would you run it when Chili exists? lol
Desperate Measures - Eh, might be ok if you are running a healer build. Not likely to replace We'll Make It or other strong healing perks. Maybe better than Jane's healing perk? Not sure....meh
Built To Last - ROFLMFAO. Seriously, no thanks. No way I'd waste a valuable perks slot to get another 2 seconds out of a toolbox. Next?
Killer Perks:
Dragon's Grip: Wow. This one would be good without the exposed, but with exposed, it is seriously strong. First, this makes 3-Gen Doc way too strong. Second, Spirit, Nurse, Billy or any other killer with a ranged ability just got real nasty with this perk. Perhaps I'll start looking to run one of them instead of Trapper. Wow.
Hex Undying: ######### are you smoking?! You just pretty much fed a tunneler/camper the perfect armor. NOED with this is inescapable at this point. The perk is already strong without the aura site. Now you can see auras of anyone within x meters as well? This perk just made Devour Hope and NOED absolutely game breaking. I can't imagine how you deal with NOED if it pops and this is out. It is over. ######### are you thinking? Do you not think of synergy? Sure, I love winning, but not when it is shooting fish in a barrel.
Hex Blood Favor: Not sure what to think on this one. On one hand it feels strong, but putting my own experience to work, the survivor likely covers more than enough distance after getting hit to leave nearby pallets unaffected. This one seems great on paper, but I'm willing to say it is extremely situational in practice. I just don't think it will be that useful vs smart survivors.
I don't like game breaking. It equals DCs and hook suicides. Few BPs and crappy matches. I don't like how Dragon's Grip synergizes with Doctor and fast moving killers. I think it could be great for putting the fear of the killer in survivors for killers like Trapper, Wraith, etc. You don't want to be caught at a gen while exposed, so you likely move off the gen when you scream. In the hands of fast moving killers or Doc, this could be an unbeatable combo. Hex Undying is pure broken. Undying will absolutely destroy almost all solo que groups. I love running Devour Hope, but even with the stack resets, Devour Hope will end games fast with this. Destroy it, it's still there. Destroy it, it's still there. Destroy it, it's still there....oh, and I can see you aura when you are near one? My Freddy is going to have fun with this.......
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@Almo said:
Me personally, I'm not interested in playing a Killer in a game where you can be killed as the Killer.
This.
I give this developer team a lot of hassle. I give their leadership F's as a grade rather regularly, but that is due to the lack of quality control and foresight as to how certain powers/perks/abilities will impact other aspects of the game.
That said, this game, at its core, is a fantastic game. The concept is very unique and well conceived. I've played F13 and found it to be nothing short of sloppy and annoying. I agree completely with you that the killer should not be able to be killed. I don't like how many ways the "survivors" can attack the killer in that game. It is annoying, it is boring. DbD is miles ahead of it in entertainment value, daily playability and long-term play. The lore in this game (barring Legion) is miles ahead and rather enjoyable. The variety of killers is very impressive. Whether it is their powers, play style, appearance or lore, it is very diverse. Speaking of diversity, the level of diversity in this game is impressive as well. We recently had a conversation discussing how the ratios in this game is extremely close to actual representation by race in several multicultural countries.
Yeah, I don't besmirch anyone who wants to play F13, but it is not on the same level as DbD by any stretch of the imagination.
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He seriously is underpowered and needs buffs. Another low-tier killer for survivors to bully. What is it with BHVR putting out these OP killers that need to be nerfed? (I figured I'd go ahead and post for both sides and get it over with.)
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Like most stupid splits, I see it on both sides. Even in here. Console vs PC should be nothing more than a preference to gamers, but there is always a small group of ######### in every population. Those ######### stir up division and hate due to their own insecurities.
Console vs PC
Killer vs survivor
Xbox vs PS4 vs Switch
Apple vs Android
Left Twix vs Right Twix (Clearly Left Twix supporters are the only ones in their right mind)
In reality, most of us don't care beyond the technical aspects. For instance, I turned off crossplay not due to a dislike of console players. No, I don't think crossplay is a good thing while optimization is an issue. Console players have learned a whole different skill set due to the technical limitations based on low fps and controller play. That play style hinders PC groups teamed with them.
I have destroyed every single console group of survivors I faced since this started. Only 1 SWF put up a struggle and I still 4k'd with 2 gens left. I am not a great killer. I am colorblind and have huge handicaps in this game. I don't think the console players are bad, I think the fps and style of play they learned does not match well vs the pc optimization and style.
Also, keep in mind that this forum does not represent the majority of the community as many players don't post or care. Consider the haters to be the typical loud group with little to say.
In the wise words of a someone who is clearly NOT a philosopher, "Haters gonna hate, hate hate, hate..."
YMMV
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I've had people drop what they are carrying when I let them go. It's meant to be comical and it works. Had a guy try to leave an anniversary healer kit behind last night. I downed him and brought him back to it. Was going to kill him if he did not take it. lol
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Battle to the end. Running over potatoes does nothing for me. I'd rather have a challenge and some fun.
Same goes for survivor. I'd rather die feet from the exit of a long match of back and forth than skip out unscathed.
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The new killer is OP with no counter play and needs to be nerfed because he's not strong enough to pressure gens or end loops, thus why he needs to be buffed.
There; no need for us to create 20,000,000,000 posts about it when its released. :)
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Legion was a bad concept to begin with. It is one of the few pieces of bad lore as well. Three millennial Antifa cry babies who can't handle life, so they start killing people. I'd love to see any one of them locked in a cage with David King. Though, it would likely sound too much like a baby seal being beaten...poor Legion.
How to fix Legion.....I guess in order to fix Legion you have to decide first and foremost whether you want them to continue being a massive BP generating machine or a straight-forward killer. The deep wounds concept is broken and should never have been the base of the power. Legion should have had more of a travel power in the form of "teleporting" as different members.
Thoughts:
Locker Walk - Legion can mark multiple lockers throughout the map and teleport through them.
Each member of Legion has different skills. As the game progresses, you unlock other members to "use". So, you get X hits you can then switch to Suzie. Suzie has the ability to see tracks more effectively. Player's scratch marks are more direction-based and last 2 seconds longer. Get so many hooks and you can access Frank. Frank is known for his anger and after being blinded or stunned X amount of times, he can rage for a short period, causing him to hit so the survivor so hard he knocks them down. (Think of Trapper with padded traps - you hit, they get back up and you have to quickly hit again). Perhaps another Legion member is into Parkour, so his ability is to hop through windows and over pallets, at the same speed as a survivor - thus cutting loops short.
You get the idea.
The problem is that each member of Legion is the same boring sissy. The concept of Legion should have been a combined effort of different skills. I think it would be very interesting to face a killer who could switch their skillsets mid match several times. Do I drop the pallet for the stun and risk Frank's power, or do I try to window loop and risk (insert Legion member name)'s power?
More complex, much more fun.
Obviously, I support the idea of throwing current Legion down the trash shoot and starting all over again.
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Look, this game brings out the worst in people with fragile egos. Seriously, think about it. I learned a long time ago that people get triggered in this game for no reason. Below is a list of things I've seen players get triggered over. In some cases, they bring moris, in others they just tunnel and camp like crazy.
- Bring a key
- Bring a map
- More than one healer's kit/toolbox
- Sent me to X map
- There's a Claudette in my lobby!
- There's a X character with all dark clothes! Immersion must die!
- Your name has Hex in it!
- Bunny Ear Feng!
- You used luck offerings!
- You used (insert offering other than BP)
- You had a flashlight!
- You pointed at me!
- You got on a gen immediately, so you get tunneled...(I had someone face camp me because.....I was on a gen within 40 seconds of the start of a match. Therefore I was a dirty gen-rusher. Can't make this crap up.)
- You want to body block? Fine, I'll tunnel you
- I had one guy tunnel me in a match because I ran him for 3 gens in the last match...yep. So his idea was to get run for 3 more then face camp me. Wow
There are a lot of kids or young adults who have never learned to deal with real life issues/emotions and therefore they act like complete socially handicapped people in this (and other) game.
My advice....ignore it. Not worth your time. I'm just thankful that I've had the run of the mill when it comes to social interactions. I don't get triggered easy. I see a key a flashlight and a map in the lobby. Whatever, not worth stressing. Maybe I win, maybe I lose, not worth being a tool.
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@redsopine00 said:
https://forum.deadbydaylight.com/en/discussion/comment/1546093#Comment_1546093
I see you're point there then as I've said instead of money or cells or anything exclusive why not just let the winner design a skin but one rule u would put to be fair survivors cannot just run same character
- I don't want someone who just happens to be good at the game to design a skin. I'd rather someone with an artistic mind to do it. How about a skin design tournament? lol People submit designs and players vote. Much better.
- You stepped in it: The first rule is survivors can't pick the same characters. Well, how about the killers can't pick the same killer twice in a row? See, by starting the first rule, you get a snowball of other rules. It becomes hard to legitimately deny the points made by both sides. Some killer things are OP, some survivor things are OP....pure headache and it can't be balanced as it is now.
I think the best way to put together a tourney is to go outside the box and embrace the lack of balance as well as the meme-play. Give points for a good sand bag. Points for multiple hooks, points for losing a killer, point bonuses for playing with a meme build or weaker killer (Burger King Meyers anyone?! Points bonanza!) I really think it would require a lot of ideas and a broad definition of how to earn points. The rewards would have to be as meme-ready as the tourney itself. A Clown plushie for 5th place (who doesn't want a cute stuffed animal of a murderous obese clown who releases the cough of death when you push his maggot-filled tummy?), etc.
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Wow, I forgot how obnoxious and annoying Tyde was. Faced him several times. He was not very good, but loved to cry and whine with the best of them.
Ok, that aside, DbD tournaments do not work well for serious competition. There is way too many factors that can completely ruin the validity or veracity of the outcome. The only ones that really work are the laid back, kinda meme-like ones. The charity tournament a while back where so many streamers were basically meme'ing around and sandbagging each other as survivor is a good example.
There is not enough balance in this game to bring it to a true tournament. There are plenty of fan tournaments, but each has to have a very restrictive set of rules that often breaks the validity of the outcome. Such as the one posted above, no perks....yeah, that does not work. I've seen random killer random survivor perks. I've seen all kinds, and the RNG and huge bug issues always muddy the outcome.
That is why so many feel that DbD is more of a casual party game than a serious competitive game.
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If you are colorblind, it would be good to know. I am colorblind and it took me a long time to figure out how to work around it. I can't see the scratch marks much at all. They are nearly black on my screen. I can see a few black streaks here and there, but not much. I also don't see blood pools unless the map is indoor (except for Midwitch - which is not playable for me at all).
Tips:
- Think of what killer you are using and what perks. Aura perks are nice, I found that they helped me learn how to anticipate survivors and their choices/movement. (I'm all Ears is a good one if you struggle with scratch marks.) I would not say to always run them, but run some to help you get an idea of survivor movement. Bitter Murmur is good to learn how survivors move after gens are done. Chili is helpful as well, but not by much. Honestly, Chili can often mislead unless you are running a fast-moving killer (The BP is amazing though!). Rancor is ok, but not often worth the slot - at least not once you get your feet under you.
- Think of what you would do to survivor when you play survivor. Think of what you see other survivors do. Remember those patterns and choices. Use that against them.
- Don't get tunnel vision. Don't hang on to chases, or look for a missing survivor for too long. Just because you have someone in chase does not mean you need to dedicate to dropping them. That can lead to huge mistakes and lost pressure. Think about where you are on the map. Are there gens nearby? If no, then let the chase go, move to where the gens are and pressure them there. Pay attention to areas where pallets are broken or not present, yet there are a couple of gens. Those are the areas you want to chase in. Catch them with little defense.
- When you are later in the game, don't chase to the other side of the map. Stay near the gens. I'm not talking about a pure 3 gen strategy, but what is the point in chasing a good looper to the other side of the map with 2 gens left and they are not on death hook? Go for the weaker links. Keep the pressure on.
- Know when to slug, when to camp. If you have 2 on death hook and down one who is not, but one that is was also on the gen nearby, slug and pressure them. Make a third get off a gen to come heal while you take out the one on death hook. If you have one hooked with 4 gens relatively close, don't wander off to the gen on the other side of the map. Keep your area pressured. That is a strategic proxy camp and would be completely stupid to give up. (Keep in mind, I hate camping and tunneling and don't agree with that being the only "strategy" of a killer.)
- Accept defeat in an effort to learn. Don't think about winning right now. Think about learning. Think about how your play style melds with your killer choice. How your perks accent or hinder your choices. How your knowledge of survivors plays in. Think about your restrictions/handicaps. I am ever aware of my colorblind handicap. I often can't see survivors sitting in front of me due to color melding. I have to hunt by movement (like a T-Rex...). So, I try to create movement. I suddenly turn around for no reason or move towards an area I can't see well for no reason. I try to provoke that movement and it often works.
- When they are close to you, don't go for lunges. Go for quick swings. Don't be afraid to hit the 's' button and back up a step before swinging.
- Don't rely on gimmick perks/offerings. Avoid using NOED unless you are running an end game build. Avoid using Ebony Mori. Why? Because they are easy ways to score kills, but you become dependent upon them to cover up your mistakes. You can't learn if you are not being punished for those mistakes. Once you get better, use them freely, but you'll find you will use them much more effectively as part of an overall strategy.
- Look up streamers. Personally, I really like Otzdarva for learning about killers, play styles, identifying my mistakes (Otz is very very good at identifying his own mistakes and explaining why it is costly). I like Monto for build ideas. So many streamers get their build from him (even though some like to claim they are their own...looking at you Tru3). Monto comes up with both some scary builds and some very meme-gimmick builds for fun. If you really want to watch survivor play, check out Puppers. I've learned several tricks survivors will use by watching him, and therefore could anticipate them as killer. Otz and Puppers are very laid back, decent peeps who don't get too involved in the toxic side of things as well.
- IGNORE TAUNTS! Both in game and in post game chat. Never ever follow a survivor just because they click their flashlight at you. Stick to your plan. Who cares if they teabag after a pallet? That means the idiot is not creating distance. Figure out how to exploit that. Don't worry about them hook swarming. Get those free hits and punish them for the stupidity. I hate tunneling or camping, but if you are dumb enough to unhook as soon as I start to leave, I will down you both again....sometimes I'll let the unhooked go if I suspect it is not a SWF.
Don't get down on yourself. It is a game. You just have to relax and learn.
Personally, I main Trapper. He was perfect for my cerebral style of play. I love tricking survivors with unlikely trap placement. I love herding them into my trapped regions. It is also a perfect compliment to my severe colorblindness. I may lose you in an areas, but my trap still got you.
I also like Pig, Hag, Doc and Freddy with a smattering of Deathslinger and Huntress (very hard for me on many maps, but fun).
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@SavouryRain said:
https://forum.deadbydaylight.com/en/discussion/comment/1541314#Comment_1541314
Myers is my absolute favorite killer to go against. I always feel like I deserved the win or loss. Plus scratched mirror is the closest DbD gets to a horror game.
Edit: Obvs tombstone sucks, but it's pretty map dependent. Tombstone isn't too bad on indoor maps with lots of LoS breakers, but feels bad on maps like Red Forest.
I have to agree, especially on the scratch mirror Meyers. I don't play survivor often, but when I get a scratched mirror game, my heart races and it is a lot of fun. I don't really care about the outcome, I just hope to get the crap scared out of me a few times.
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@clem1710 said:
I've nerver seen so much genrush than these past days. I don't know if it's because console players can't do anything but sitting on a gen, but nearly all the game I has were against genrushers. It seems to be even worse than before and even when I apply pressure, gens fly at a steady pace. It kills all the fun and I really don't think the game can be enjoyable anymore for killers.
My matches vs console players were total opposite. Gens are done almost too slow.
Oh and let me fix your title: 'What's up with survivors focusing on their objective?'
The Gen-rush narrative irritates the tar out of me. I get why gens are blowing up when I'm trying to stop them. Why? Because survivors have only one objective. If they move off that objective, they lose. My job is to get them off that objective. Make them afraid to get too comfortable. Keep them hurt and healing, or punish them if they don't heal. Not easy, I fully admit. But I don't blame them for hitting gens.
Maybe survivors should complain about the kill-rush. Why do killers have to down the first person so fast?! Completely stupid....
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1543465#Comment_1543465
Well you know why they dont try the window, pallet fakes i agree with.
You can fake the window. It works more than it fails. That is what I mean by a window juke.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1543189#Comment_1543189
Huh? I was referring to your "they try and 360 to much" comment. If youre chasing me and were in between tiles and youre about to swing why wouldnt i try and juke you?
Console survivors try it when there are other options. Instead of attempting a window juke, they will start trying to 360. Instead of trying to fake the pallet, they will try to 360. 360's don't work well on PC due to optimization and hit boxes. I usually see one or two 360 attempts in a match, usually in open field or in corn. With console survivors, I'm seeing it at least half a dozen times or more. Ever single one of them try it, and get hit. It's sort of funny to watch.
Based on what I've been seeing on other forums, it is because 360s work well on console vs console killers due to lack of optimization. So, they are somewhat accustomed to this tactic. It will take time for many of them to figure out it is better to try other options.
Sure, if you are in an open field, what's the harm? None. Better than a straight run. But I see it when window jukes and pallet fakes are possible and they choose the good ole 360.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1543158#Comment_1543158
If youre between tiles why wouldnt you try and juke the killer?
People do self care way to much we can agree on that
Didn't say I was between tiles. When you are looping and you have a tile of boxes between you and the killer and he swings through said tile and hits you because his framerate communication is way lower, thus on his screen he is right behind you and on yours he is on the other side. It only happens at that extreme level vs console survivors (barring the ever-tracking huntress hatchet hits from around corners).
Once PC survivors adapt to that lack of optimization on the console side, they should be fine. It means dropping pallets a bit earlier than normal or timing dead hard a bit earlier when you realize it is a console killer. I was watching a few streamers talk about that last night.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1542990#Comment_1542990
Right now 4, but I havent been trying to pip. Running a lot of slug builds. R1 when i want to be.
Im not claiming to be a God at the game. Id say slightly above average. What I think is happening is confirmatiin bias. I dont think tge pc survivors are actually better at the game, I think that you all think they are and so everytime you lise to one your brain is focused on that. Ive seen some really good players on cross platform, but ive also seen really great players on xbox. Ive seen nothing to indicate that one platform is better than the other as far as the player base is concerned.
It's not about being better, it is optimization. One of the things I have seen is PC survivors are struggling with console killers because you seem to yo-yo back and forth due to poor framerates on console. It makes it hard to time loops, vaults, pallet drops and dodges/jukes. I played a few survivor matches and kept getting hit through walls and solid objects from several meters away.
Console survivors seem to struggle with the optimization speed of PC killers. I noticed they tried to 360 way too much and seem to focus far less on gens and more on self care healing. I have never had easier matches. Thus why I turned it off. It was very boring.
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@Allivath_Chaos said:
https://forum.deadbydaylight.com/en/discussion/comment/1540906#Comment_1540906
Because people don't get harassed in the PC side? 90% of the posts I see here complaining about people being toxic in this game are about post game chat which doesn't exist on consoles... So I wonder where those complaints are coming from?
So, we agree it is already bad. Why would we add more fuel to the fire? There is zero reason to add chat capabilities between consoles and PC. The flames are already bad enough.
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No, not necessarily. I don't believe playing perks in itself is sweaty.
Now, if you are playing Iri head Huntress with Military belt, Chili, RM, Blood Warden and NOED with an Ebony Mori and you are tunneling people off the hook....you might be over doing it some. First of all, RM, BW and NOED will never come into play if you are half-way competent with those axes. My favorite is when you get 2 hook suicides in this scenario and the Huntress is still hardcore tunneling off the hook. Wow. That, I would call sweaty.
I don't think it is the build that makes you sweaty, it is the heavy build plus the way you play it. If I am running a Forever Freddy build and I see a DC and a hook suicide, I'm not going balls to the wall for the last two. I'm going to toy around a bit, try to let them have a little fun, then finish it off. I won't let it stretch out too long, but there is no need in being hardcore. I might as well reward the two who did not DC/quit. A way of saying "thanks for playing".
But...I'm not someone who is hardcore on winning every match. I play for enjoyment, laughs, and addiction to blood points.
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@Boss said:
I don't mind going against them.
I think it's nice to be able to play with friends (even though a separate mode made just for that purpose was already a thing before SWF).
I prefer to play solo myself because my carefree attitude would not be appreciated by my friends, who are just hardcore.
I don't mind a challenge when i'm Killer, i just prefer my Survivor gameplay carefree.
The problem with that "separate mode" is that it is pointless. You can't build up a character. You don't earn anything, there are no goals. It gets boring fast. There needs to be a casual mode where you can earn separate BP to build separate characters. They can't be used in ranked play. Solves the problem. I think more people would be willing to join a chat lobby and play custom matches if there was some feeling of growth to it.
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Considering there are no maps with lower than 50% kill ratio, I would say no. There are some maps that are worse than others for some killers, but not worth DC'ing. There is only one map I'll afk/DC on and that is Midwitch. I do it because the map physically gives me a headache. Whatever they did with the color pallet there hurts my head. I'm colorblind, so the whole freaking map is one big blur and I can't see windows or breakable walls. So, I go in the courtyard and putz around staring at the ground.
Trust me, I get it. I moan on some maps as a Trapper main. I hate large maps or some indoor ones. But, I still get 2k or more on them.
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@Sheridan_LT said:
https://forum.deadbydaylight.com/en/discussion/comment/1541314#Comment_1541314
Spoken like a true Killer main! I assume you think Spirit isn't nearly as overpowered as she actually freaking is. Lol. How the hectuck does his T3 literally last INFINITELY? Even in the movies that crap ran out fast!
Rofll - If you look at my posts on this forum, I argue for both sides. I was a survivor main who got tired of being camped and tunneled with no BP. As for Spirit, I find her very unbalanced and with very little counter play. Especially with Stridor. I find lots of problems with killers, such as Huntress' hit boxes, her iri head - both broken.
Shape, he is nowhere near broken. You just have to learn how to deal with him. He is slow and has a tiny TR in the beginning. The more you let him stalk you, the worse it is going to get. If you run in straight lines or try to loop him in classic ways, he will stalk you and time his T3 for the hit. That is foolish on you. The problem is, so many survivors try to treat every killer the same way. You can't. You can't play vs Shape the same way you play vs Trapper or Pig. You have to break line of sight, duck to break stalk. Force him out of stalking to come get a line of sight on you. In the meantime, you try to create distance. Weaving between trees, corn, jungle-gyms, etc. If you run around a stack of boxes, you are going to feed him power.
Shape is not an easy killer to master, ignore the stupid "ratings" given by the game. Shape requires patience and timing to get down. He is more balanced than just about any other killer. Weak at first and gradually gains strength.
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The Shape is anything but OP. He may be one of the most balanced killers in the game. He is slow to get started, but the more the survivors feed him, the stronger he gets. The counter play is distance. Lots of distance. Break line of sight and try to evade.
Nothing worries more than a Shape who has not tiered up all match and we are down to 1 or 2 gens. Infinite T3 is a massive crash. lol
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SWF has a clear advantage in games. There are some very coordinated groups that can be very frustrating to play against. I don't mind playing SWFs as many are not crack tactical teams. The try-hard teams are no fun most of the time. I won't dodge them, but I don't always enjoy them.
That said, I'd rather face nothing but SWF than face the constant camping and tunneling I see when I play survivor. It is just completely boring. I saw one killer 3 times in 8 matches today. He hardcore camps and goes for you right off the hook. His profile admits to being a camper because he likes to make people upset. There is no sport in this. It is boring and the top reason I switched to killer years ago. I play maybe one survivor match for every 4 killer matches, and only because my wife asks me to.
So, SWF is frustrating, but I don't mind playing them. I'd prefer those matches over getting camped to death every other match.
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I turned off cross play on PC and had less than 5 minute que. Same on survivor side. I'm very happy about that.
As for the sweatier players turning off cross play, it seems to be no difference. Played 8 survivor matches with 6 hardcore campers and 2 non-campers. No difference there. Played only 5 killer matches so far, but will be playing all day on killer. Thus far, 2 SWFs, one sweaty. All 3-4k matches, but much more challenging than the console potato farming.
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@Chappy04 said:
https://forum.deadbydaylight.com/en/discussion/comment/1540988#Comment_1540988
honestly, other than frames were pretty much the same on killer from what i feel when i play, with crossplay in i only feel a difference in ttvs plus queue times are better now. with surv, i feel that the average surv is worse yes but i reckon that the better players on console are just as good as the better pc players.
I think it is the optimization that is the problem. Console survivors are likely just as good, but the style of play they have learned due to lack of optimization is not going to help them as much vs PC killers. PC survivors will have to adapt to phantom hits vs console killers. They will have to treat them all like Doctor, you drop the pallet early. You employ some 360s, etc.
The problem is not skill, it is entirely due to the play style of console and PC is so different in large part due to optimization.